stat & equipment type definitions (WIP)
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8
Assets/Character Stats/Equipment.meta
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8
Assets/Character Stats/Equipment.meta
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148
Assets/Character Stats/Equipment/EquipmentTypeRegistry.cs
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148
Assets/Character Stats/Equipment/EquipmentTypeRegistry.cs
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@ -0,0 +1,148 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class EquipmentTypeRegistry : MonoBehaviour
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{
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[Header("Auto-Discovery Settings")]
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[SerializeField] private string equipmentDefinitionsResourcesPath = "EquipmentDefinitions";
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[SerializeField] private bool autoRefreshInEditor = true;
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[Header("Loaded Equipment (Read-Only)")]
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[SerializeField] private EquippableItemTypeDefinition[] allEquipment = new EquippableItemTypeDefinition[0];
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// Singleton instance
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private static EquipmentTypeRegistry _instance;
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public static EquipmentTypeRegistry Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = FindObjectOfType<EquipmentTypeRegistry>();
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if (_instance == null)
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{
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GameObject registryGO = new GameObject("EquipmentTypeRegistry");
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_instance = registryGO.AddComponent<EquipmentTypeRegistry>();
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DontDestroyOnLoad(registryGO);
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}
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}
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return _instance;
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}
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}
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// Dictionary for fast lookups
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private Dictionary<string, EquippableItemTypeDefinition> equipmentLookup;
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private bool isInitialized = false;
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private void Awake()
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{
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// Singleton enforcement
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if (_instance != null && _instance != this)
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{
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Destroy(gameObject);
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return;
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}
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_instance = this;
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DontDestroyOnLoad(gameObject);
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Initialize();
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}
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[ContextMenu("Refresh Equipment Definitions")]
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public void RefreshEquipmentDefinitions()
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{
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LoadAllEquipmentDefinitions();
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BuildLookupDictionary();
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Debug.Log($"EquipmentTypeRegistry: Loaded {allEquipment.Length} equipment definitions from Resources/{equipmentDefinitionsResourcesPath}");
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}
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private void Initialize()
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{
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if (isInitialized) return;
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RefreshEquipmentDefinitions();
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isInitialized = true;
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}
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private void LoadAllEquipmentDefinitions()
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{
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// Load all EquippableItemTypeDefinition assets from the specified Resources folder
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EquippableItemTypeDefinition[] loadedEquipment = Resources.LoadAll<EquippableItemTypeDefinition>(equipmentDefinitionsResourcesPath);
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// Validate for duplicate keys
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var duplicateKeys = loadedEquipment
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.GroupBy(equipment => equipment.EquipmentKey)
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.Where(g => g.Count() > 1)
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.Select(g => g.Key);
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if (duplicateKeys.Any())
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{
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Debug.LogError($"EquipmentTypeRegistry: Duplicate equipment keys found: {string.Join(", ", duplicateKeys)}");
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}
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// Filter out any with empty keys
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allEquipment = loadedEquipment
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.Where(equipment => !string.IsNullOrEmpty(equipment.EquipmentKey))
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.ToArray();
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// Sort alphabetically for consistent ordering
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System.Array.Sort(allEquipment, (a, b) => string.Compare(a.EquipmentKey, b.EquipmentKey, System.StringComparison.OrdinalIgnoreCase));
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}
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private void BuildLookupDictionary()
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{
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equipmentLookup = new Dictionary<string, EquippableItemTypeDefinition>();
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foreach (var equipment in allEquipment)
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{
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if (!equipmentLookup.ContainsKey(equipment.EquipmentKey))
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{
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equipmentLookup[equipment.EquipmentKey] = equipment;
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}
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else
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{
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Debug.LogWarning($"EquipmentTypeRegistry: Duplicate equipment key '{equipment.EquipmentKey}' ignored for asset '{equipment.name}'");
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}
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}
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}
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// Public API methods
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public EquippableItemTypeDefinition GetEquipment(string equipmentKey)
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{
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if (!isInitialized) Initialize();
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return equipmentLookup.TryGetValue(equipmentKey, out EquippableItemTypeDefinition equipment) ? equipment : null;
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}
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public EquippableItemTypeDefinition[] GetAllEquipment()
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{
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if (!isInitialized) Initialize();
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return allEquipment;
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}
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public bool HasEquipment(string equipmentKey)
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{
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if (!isInitialized) Initialize();
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return equipmentLookup.ContainsKey(equipmentKey);
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}
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public int GetEquipmentCount()
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{
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if (!isInitialized) Initialize();
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return allEquipment.Length;
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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// Auto-refresh in editor when settings change
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if (autoRefreshInEditor && Application.isPlaying)
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{
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RefreshEquipmentDefinitions();
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}
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}
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#endif
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3b090d12504ad234382cb912b91d2aed
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221
Assets/Character Stats/Equipment/EquippableItemTypeDefinition.cs
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221
Assets/Character Stats/Equipment/EquippableItemTypeDefinition.cs
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@ -0,0 +1,221 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Kryz.CharacterStats.Examples;
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[CreateAssetMenu(fileName = "New Equipment Type Definition", menuName = "RiftMayhem/Equipment Type Definition")]
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public class EquippableItemTypeDefinition : ScriptableObject
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{
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[Header("Identity & Display")]
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[SerializeField] private string equipmentKey = "";
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[SerializeField] private string displayName = "";
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[SerializeField] private string shortName = "";
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[TextArea(2, 4)]
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[SerializeField] private string description = "";
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[SerializeField] private Sprite uiIcon = null; // Icon used in equipment slots/UI
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[Header("Equipment Classification")]
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[SerializeField] private EquipmentType equipmentType = EquipmentType.Helmet;
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[SerializeField] private WeaponType weaponType = WeaponType.Sword; // Only relevant if equipmentType is Weapon1/Weapon2
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[SerializeField] private bool showInUI = true;
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[Header("Visual Assets")]
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[SerializeField] private Sprite[] availableIcons = new Sprite[0]; // Pool of icons for random generation
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[SerializeField] private bool useResourcesFolder = true;
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[SerializeField] private string resourcesPath = ""; // e.g., "Armor/Helmets"
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[Header("Stat Rules")]
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[SerializeField] private StatDefinition[] allowedStats = new StatDefinition[0];
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[SerializeField] private StatDefinition[] forbiddenStats = new StatDefinition[0];
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[SerializeField] private StatDefinition[] mandatoryStats = new StatDefinition[0];
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[SerializeField] private StatWeightModifier[] statWeightModifiers = new StatWeightModifier[0];
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[Header("Generation Settings")]
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[SerializeField] private bool canBeGenerated = true;
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[SerializeField] private float baseGenerationWeight = 1f;
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[SerializeField] private int minStatRolls = 1;
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[SerializeField] private int maxStatRolls = 3;
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// Public read-only properties
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public string EquipmentKey => equipmentKey;
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public string DisplayName => displayName;
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public string ShortName => shortName;
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public string Description => description;
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public Sprite UIIcon => uiIcon;
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public EquipmentType EquipmentType => equipmentType;
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public WeaponType WeaponType => weaponType;
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public bool ShowInUI => showInUI;
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public Sprite[] AvailableIcons => availableIcons;
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public bool UseResourcesFolder => useResourcesFolder;
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public string ResourcesPath => resourcesPath;
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public StatDefinition[] AllowedStats => allowedStats;
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public StatDefinition[] ForbiddenStats => forbiddenStats;
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public StatDefinition[] MandatoryStats => mandatoryStats;
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public StatWeightModifier[] StatWeightModifiers => statWeightModifiers;
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public bool CanBeGenerated => canBeGenerated;
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public float BaseGenerationWeight => baseGenerationWeight;
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public int MinStatRolls => minStatRolls;
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public int MaxStatRolls => maxStatRolls;
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// Cached icons from resources
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private Sprite[] resourceIcons;
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private bool resourceIconsLoaded = false;
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// Derived properties using your existing enums and extensions
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public bool IsWeapon => equipmentType == EquipmentType.Weapon1 || equipmentType == EquipmentType.Weapon2;
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public bool IsTwoHanded => IsWeapon && weaponType.IsTwoHanded();
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// Validation in the editor
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private void OnValidate()
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{
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// Ensure equipmentKey is not empty and follows naming conventions
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if (string.IsNullOrEmpty(equipmentKey))
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{
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equipmentKey = name.Replace(" ", "").Replace("(", "").Replace(")", "");
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}
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// Ensure displayName defaults to a readable version of equipmentKey if empty
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if (string.IsNullOrEmpty(displayName) && !string.IsNullOrEmpty(equipmentKey))
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{
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displayName = System.Text.RegularExpressions.Regex.Replace(equipmentKey, "([a-z])([A-Z])", "$1 $2");
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}
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// Ensure shortName defaults to displayName if empty
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if (string.IsNullOrEmpty(shortName) && !string.IsNullOrEmpty(displayName))
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{
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shortName = displayName.Length > 8 ? displayName.Substring(0, 8) : displayName;
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}
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// Ensure min/max stat rolls make sense
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if (minStatRolls > maxStatRolls)
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{
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maxStatRolls = minStatRolls;
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}
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if (minStatRolls < 0)
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{
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minStatRolls = 0;
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}
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// Ensure base generation weight is positive
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if (baseGenerationWeight < 0f)
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{
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baseGenerationWeight = 0f;
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}
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// If using resources folder, warn if manual icons are also set
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if (useResourcesFolder && !string.IsNullOrEmpty(resourcesPath) && availableIcons.Length > 0)
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{
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Debug.LogWarning($"EquipmentTypeDefinition '{name}': Using resources folder, manual icon array will be ignored.");
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}
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}
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// Utility methods
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public bool HasUIIcon => uiIcon != null;
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public string GetDisplayName(bool useShort = false)
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{
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if (useShort && !string.IsNullOrEmpty(shortName))
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return shortName;
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return !string.IsNullOrEmpty(displayName) ? displayName : equipmentKey;
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}
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public Sprite[] GetAllAvailableIcons()
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{
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if (useResourcesFolder && !string.IsNullOrEmpty(resourcesPath))
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{
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if (!resourceIconsLoaded)
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{
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LoadIconsFromResources();
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}
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return resourceIcons ?? new Sprite[0];
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}
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return availableIcons;
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}
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public Sprite GetRandomIcon()
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{
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var icons = GetAllAvailableIcons();
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return icons.Length > 0 ? icons[Random.Range(0, icons.Length)] : null;
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}
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public string GetIconPath(Sprite icon)
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{
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if (useResourcesFolder && !string.IsNullOrEmpty(resourcesPath))
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{
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return $"{resourcesPath}/{icon.name}";
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}
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return null; // Manual icons don't have paths
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}
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public bool IsStatAllowed(StatDefinition stat)
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{
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// Check if explicitly forbidden
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if (forbiddenStats.Contains(stat))
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return false;
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// If allowedStats is specified, stat must be in it
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if (allowedStats.Length > 0)
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return allowedStats.Contains(stat);
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// If no explicit allowed list, allow by default (unless forbidden)
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return true;
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}
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public bool IsStatMandatory(StatDefinition stat)
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{
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return mandatoryStats.Contains(stat);
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}
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public float GetStatWeightMultiplier(StatDefinition stat)
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{
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var modifier = statWeightModifiers.FirstOrDefault(m => m.stat == stat);
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return modifier != null ? modifier.weightMultiplier : 1f;
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}
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public int GetRandomStatRollCount()
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{
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return Random.Range(minStatRolls, maxStatRolls + 1);
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}
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private void LoadIconsFromResources()
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{
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if (string.IsNullOrEmpty(resourcesPath))
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{
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resourceIcons = new Sprite[0];
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}
|
||||
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@ -16,8 +16,8 @@ public class EquippableItemGenerator : MonoBehaviour
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private Dictionary<Sprite, string> spritePathMap = new Dictionary<Sprite, string>();
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[Header("Stat Roll Weights by Equipment Type")]
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[SerializeField] private StatWeights armorWeights = new StatWeights();
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[SerializeField] private StatWeights weaponWeights = new StatWeights();
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//[SerializeField] private StatWeights armorWeights = new StatWeights();
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//[SerializeField] private StatWeights weaponWeights = new StatWeights();
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public List<Sprite> HelmetIcons = new List<Sprite>();
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public List<Sprite> ShoulderIcons = new List<Sprite>();
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@ -39,37 +39,6 @@ public class EquippableItemGenerator : MonoBehaviour
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public List<Sprite> DaggerIcons = new List<Sprite>();
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public List<Sprite> BookIcons = new List<Sprite>();
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[System.Serializable]
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public class StatWeights
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{
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[Header("Damage Stats")]
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public float attackDamage = 1f;
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public float spellDamage = 1f;
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public float critChance = 0.8f;
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public float critDamage = 0.8f;
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[Header("Defensive Stats")]
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public float maxHealth = 1f;
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public float armor = 1f;
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public float magicResistance = 1f;
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public float dodgeChance = 0.6f;
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public float blockChance = 0.4f;
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public float blockEffectiveness = 0.4f;
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[Header("Resource Stats")]
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public float healthRegen = 0.7f;
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public float maxMana = 0.8f;
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public float manaRegen = 0.7f;
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|
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[Header("Utility Stats")]
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public float attackSpeed = 0.8f;
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public float areaEffectiveness = 0.5f;
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public float cooldownReduction = 0.6f;
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public float movementSpeed = 0.4f;
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public float reputationGain = 0.3f;
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public float goldCostReduction = 0.3f;
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}
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public enum ItemTier
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{
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Common,
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@ -359,13 +328,13 @@ public class EquippableItemGenerator : MonoBehaviour
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float tierMultiplier = GetTierMultiplier(tier);
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// Get appropriate stat weights
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StatWeights weights = item.IsWeapon ? weaponWeights : armorWeights;
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//StatWeights weights = item.IsWeapon ? weaponWeights : armorWeights;
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// Roll stats
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HashSet<string> rolledStats = new HashSet<string>();
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for (int i = 0; i < statCount; i++)
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{
|
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RollRandomStat(item, weights, rolledStats, levelMultiplier * tierMultiplier);
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//RollRandomStat(item, weights, rolledStats, levelMultiplier * tierMultiplier);
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}
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}
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@ -395,12 +364,12 @@ public class EquippableItemGenerator : MonoBehaviour
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};
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}
|
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private void RollRandomStat(EquippableItemInstance item, StatWeights weights, HashSet<string> rolledStats, float multiplier)
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private void RollRandomStat(EquippableItemInstance item, /*StatWeights weights*/ HashSet<string> rolledStats, float multiplier)
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{
|
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// Create weighted list of available stats
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List<(string stat, float weight)> availableStats = new List<(string, float)>();
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|
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// Add damage stats if not already rolled
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/* // Add damage stats if not already rolled
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if (!rolledStats.Contains("AttackDamage"))
|
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availableStats.Add(("AttackDamage", weights.attackDamage));
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if (!rolledStats.Contains("SpellDamage"))
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@ -444,7 +413,7 @@ public class EquippableItemGenerator : MonoBehaviour
|
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if (!rolledStats.Contains("ReputationGain"))
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availableStats.Add(("ReputationGain", weights.reputationGain));
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if (!rolledStats.Contains("GoldCostReduction"))
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availableStats.Add(("GoldCostReduction", weights.goldCostReduction));
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availableStats.Add(("GoldCostReduction", weights.goldCostReduction));*/
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if (availableStats.Count == 0) return;
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ruleName: Helmet Stat Rules
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- statType: 3
|
||||
modificationType: 0
|
||||
value: 0
|
||||
useCondition: 0
|
||||
conditionDescription:
|
||||
- statType: 4
|
||||
modificationType: 0
|
||||
value: 0
|
||||
useCondition: 0
|
||||
conditionDescription:
|
||||
- statType: 16
|
||||
modificationType: 0
|
||||
value: 0
|
||||
useCondition: 0
|
||||
conditionDescription:
|
||||
- statType: 17
|
||||
modificationType: 0
|
||||
value: 0
|
||||
useCondition: 0
|
||||
conditionDescription:
|
||||
- statType: 13
|
||||
modificationType: 1
|
||||
value: 2
|
||||
useCondition: 0
|
||||
conditionDescription:
|
||||
- statType: 14
|
||||
modificationType: 1
|
||||
value: 1.5
|
||||
useCondition: 0
|
||||
conditionDescription:
|
||||
- statType: 9
|
||||
modificationType: 1
|
||||
value: 1.5
|
||||
useCondition: 0
|
||||
conditionDescription:
|
||||
mandatoryStats: 0d000000
|
||||
forbiddenStats: 03000000040000001000000011000000
|
||||
weaponRules: []
|
||||
relationshipRules: []
|
||||
tierRules: []
|
||||
@ -1,7 +1,7 @@
|
||||
using Kryz.CharacterStats.Examples;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/*
|
||||
[CreateAssetMenu(fileName = "New Stat Rule Set", menuName = "RiftMayhem/Stat Rule Set")]
|
||||
public class StatRuleSet : ScriptableObject
|
||||
{
|
||||
@ -258,4 +258,4 @@ public enum ModificationType
|
||||
Set, // Set weight to exact value
|
||||
Multiply, // Multiply current weight
|
||||
Add // Add to current weight
|
||||
}
|
||||
}*/
|
||||
Loading…
x
Reference in New Issue
Block a user